Radar: Combat grade radar. Range 1ØØ,ØØØ³ miles, can track up to 5Ø,ØØØ individual targets. 95% reliability (24% against unfriendly stealthed vehicles). ESM: Radar Detector. Passively detects other radars being operated. Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. Anti-Jamming System: Reduces Electronics Countermeasure by 3Ø% (decrease skill level appropriately). Radio/RADAR Jamming System: The ship can jam all radio waves in an area of 6Ø,ØØØ³ miles; While active, enemy radar will have a “wash” effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. An experienced (5th level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good. Note: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-1Ø%). Sensory Systems: These ships are equipped with a wide range of sensors; However, some of the higher end material is NOT carried, as the possibility of being lost is too great.Optic Systems: A specially-designed bank of cameras that can read the seconds on a digital wrist-watch in the dark, and can read a normal chronometer even in low-light. Range: 1ØØ,ØØØ feet. Must be pointed at a nearby wall or window.Other Features of the Optic Systems:Infrared: 2Ø miles, Magnification: 15×.Ultra Violet: 22 miles, Magnification: 25×.Night Vision: 24 miles, Magnification: 8×.Color Filters: 19 miles, Magnification: 2ØØ×Ø.Thermal Imager: 1Ø miles, Magnification: 4Ø×. Laser Listening Taps: A special type of laser sensors that can listen in on spoken conversations, in crowded and noise-filled places. Range: 1ØØ,ØØØ feet. Just be pointed at a nearby wall or window.Laser Communications Interception System: A signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received. Range: 1ØØ miles. NOTE: Requires a successful roll to strike, and does not work on vessels/targets protected by full force barrier fields (standard or variable).Electro-Magnetic Sensory Screen/Scramble: An EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it’s wake (does not work on hardened circuitry. Range: 15Ø,ØØØ feet. CS/A-Ø13 Satellites (6): Each WARRIOR-Class Destroyer carries up to 2ØØ of these disposable satellites for extended communications and radar range. The exact type carried will vary based on the mission profile. Landing Struts: A collection of 1,ØØØ “legs” allowing the ship to land on a planet; Each leg is 1Ø feet tall, and the “feet” are 2Ø feet long by 1Ø wide; With this amount of ground-area, these ships only places 1,ØØØ foot-pounds on the ground. Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft indistinct, but visible. The ship can also make itself MORE visible, which it often does for “special purposes.”Minimum Effective Distance: 5,ØØØ feet. AMCFD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)Effect:Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.51-75 Enemy missile or missile volley loses track of real target and veers away in wrongdirection (may lock onto another target).76-ØØ No effect, missile is still on target.Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.Duration: 1D4 melee rounds.Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. Advanced Alarm Systems: A collection of over 5 MILLION sensors capable of tracking a single rat anywhere onboard; Even pressure and weight sensors and an inertial dampening register system (detects actual weight under load when moving; I.E., how much inertia the ship has, indicating stowaways/unauthorized cargo). Advanced Medical/Science Capacities: Cryogenic chambers (including LP-Ø4’s of MG-8 Phantom III fame), full surgical hospital facilities, T’sentrædi sizing chambers, full chemistry, biology, and etc laboratories, a CERTIFIED forensics lab, etc. These are needed for military operations in some systems. Mecha/Fighter Rail Launch System: Using the same technology used in missile rail launch systems, electromagnets are used in place of catapults for launching Mecha and Space Fighters. Mecha/Fighter Speed At Launch: Mach 2.5. Radio/RADAR Jamming Pod Missiles: Essentially a long-range missile equipped with a C-441 Canister Pod. Jams all radio waves in an area of 6Ø,ØØØ³ miles; While active, enemy radar will have a “wash” effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. Because the source of the jamming is moving INSIDE the wash area, it can only be tracked visually IF it can even be seen (painted matte black for that reason).Range: Generally between 6,ØØØ and 18,ØØØ miles. Requires a successful roll to strike. TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power’s, and spell like effects 57% of the time and give suggested counters and avoidance data. Energy Dampeners: Makes a ship LOOK dead. Hyperspace Communications System: Spans the voids of space allowing instantaneous, real-time communications between star systems, even galaxies. Note: The system CAN span between galaxies, but only between the closest galaxies in “real time;” Beyond that, it requires a few seconds to make a transmission. However, this systems allows the UGC to communicate throughout the currently-occupied cluster in “conference calls” of over 2Ø,ØØØ people, in only MOMENTS. CBR Protection: Complete chemical, biohazard, and radiological protection. | Smoke dispensers (1Ø): Emits a cloud of dense smoke covering an area of 1ØØ,ØØØ,ØØØ³ feet; Fully capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for escape and to cover retreating forces. MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping. Type-11 wide band radios: Effective 1ØØ,ØØØ,ØØØ mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies). Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the crew, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot. LDP (4): Launched Decoy Pods. Located around the hull. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).MDC: 5Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.Rate of fire: 2 every melee.Payload: 16 Decoys each pod. Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the idge crew. FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night. Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. Operations Recorder: Records from sensors, stations, and the idge. 5,ØØØ hours of recording available. GPS Transceiver: Sends out a standard tracking signal; Also, takes data from the local GPS transceivers when available. Bridge Command HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the OOD and other idge crew; A second set of displays are also located at Fleet Command Center, and if nessesary, additional displays can be installed. The display is 1Ø feet tall by 3Ø feet long, and can be swung up out of the way on the OOD’s command; Smaller 2Ø inch screens can still be used. Similar smaller HUDS are located at all gunnery stations, fighter/Mecha launch stations, sickbay (including portable displays for use in the Battle Aid Station), Damage Control Lockers (for use with fire fighting gear) and other key locations. Virtual Map: Displays a continuously-updating map of local system for the pilot. Effective navigation of 85% as updates come. Good to 5ØØ million³ miles. Specific range can be adjusted in 1ØØ thousand mile increments. Oxygen Rebreather System: Extends ships air supply to 1 million man-hours; Cartridge MUST be replaced after that period of time. Internal Temperature And Humidity Control: Automatically maintains crews desired heat, humidity, and other personal comfort settings. Each compartment can be individually set. Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation. Variable Tint idge/Ships Windows: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the window; the opacity can be adjusted manually or automatically. Note: Certain lighting conditions activate an emergency darkening, followed by shuttering and dogging of airports. Airports: Massive hatch-like doors that cover the ships various window, usually during battle. They have the same MDC as normal personnel hatches (2ØØ each). Automatic safety devices shutter and dog the airports during certain conditions, though this can be manually over-ridden. ESM: Radar Detector. Passively detects other radars being operated. 1 MC: Internal loudspeaker. Video Camera: Records from the HUD. 5,ØØØ hours of recording available. Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range is about 2ØØ miles for MOST sensors. Survival Pack: A pack of simpler emergency survival supplies: Active vacuum air supplies (for use in space if atmosphere is lost), pup tent, sleeping bag, black light, GPS, 1st aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø feet apogee), 2 white parachute flares (1,5ØØ feet apogee), 1ØØ feet of black or own parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons. |